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Hi everyone,
I am searching for a way to export ocean geometry from houdini without using displacement (because I must render it after with octane and octane is terrible handling displacement), the idea is to export real geometry instead of displacement maps as you would do normally.
Sort of combining the ocean evaluate (simulated area) with the ocean preview (out of ocean spectra) meshes in one mesh (see pictures attached)
Can someone help me on how to do that ?
Thanks

Hi everyone!
I am having an issue with rendering my ocean using Mantra in Houdini. It appears really blocky and I cannot figure out why!
This is my first time trying to use the Houdini ocean tools so sorry if my explanation isn't great but I will try and explain my scene. I have cached out my guided ocean simulation and used it to create an extended ocean so it is definitely an issue with the creation of the extended ocean. I have tried so many different settings to try and solve this issue and nothing seems to reduce it at all. So far I have tried changing these settings in the particlefluidsurface node:
- lowering particle separation to 0.06
- lowering voxel scale to 0.1
- lowering the influence scale to 2
- increasing the extrude divisions
I have attached a render to show the weird blockiness I mean, it can't even see where these divisions would be coming from in the mesh!
Anyone have any idea what else I can try or why this is happening??

Hi guys, I was wondering whether anyone has idea how to simulate ocean on a non grid-like geo, for example: this It was shown in houdini 16 "what's new video" but I have no idea how to even start with this. Any dircetions would be awesome!

Hello, Masters
I just going through a small problem but it is actually big for me.
So, can you tell me how to produce whitewater like the image I have attached below. Because my whitewater sim do not create that spash like effect on top of the wave.

Hello! I try to render an ocean with foam.
I've got weird results always whenever I put down manualy the oceanfoam sop and link it the cached particles to the oceanSurface shader's oceanfoam particles path.
What you can see in the picture that I linked is that first I clicked on the “Small Ocean” from the shelf tool, that puts down automaticly the ocean foam SOP and also creates the link on the oceansurface shader. That renders with no problem.
After that I moved the camera, recached the oceanfoam (from the camera) I disabled the link and point on the path of the particles manually, and after that the render is destroyed. It creates these spike artifacts. I made this workflow only for demonstration purpose, to show that whenever the link for the oceanfoam path is made manualy I got this weird render result.
Does anyone have any idea what Im missing??? Thank you.

Hi everyone, I'm trying to simulate a cruise moving across the ocean.
I did few tests but haven't get the result I'm looking for. I need some help and advice from the community.
Here are two of tests I did:
FLIP tank size:130*15*140
Particle Sep: 0.15
Grid Scale: 2
The first with Reseeding On, the second one with reseeding off.
https://vimeo.com/259249552
https://vimeo.com/259249724
Not sure which part went wrong in my settings.
Both videos have FLIP particles pushed out so much and unable to maintain the shape it should be.
Here is the image similar to what I'm looking for. I also attached the hip file.
B_cruise_11_a.hiplc

I'm using the Ocean Flat Tank Shelf tool to do a flip sim, and then render an extended ocean with the ocean displacement tools. Basically, trying to follow along with the example shown in the Houdini 16 Ocean tools masterclass. The issue I'm having is, when I use the Flattening tools on the particlefluidsurface sop, I get a lot of extra geometry below the surface. The default Extrude Polygons mode is planar and I get a lot of planes below the surface. If I change to Along Each Axis, I get the extra geo planes above the surface as well. Has anyone run into this issue? I didn't really change any simulation settings on the flattank_sim from what the shelf tool set up. I suppose it's possible the new narrow band settings are somehow breaking the flatten geometry tools? I should test with the narrow band turned off maybe but I would hope that wouldn't break the setup. I'm hoping someone else has seen this before and found a solution.

Hi there,
Where can we control the quality (subdivisions) of displacement using ocean spectrum?
The image is from the same scene but when camera comes near (2 meters) the ocean we can see lack of subdivisions on displacement. I've already tried resolution exponent to 11 under ocean spectrum, dicing at 2 under mantra settings but it comes always with these squares.
I'll keep diging, but meanwhile if you have some tip, please shoot
Cheers

Hi there,
I'm learning how to make guided ocean layer sims and I have a couple of questions:
1 - I'm not familiar with caching system from Houdini. In my guidedoceanlayer_sim I have output name - $HIP/sim/$HIPNAME.`opname("..")`.$SF.sim - first newb question, should I use .sim or .bgeo?
2 - I've copied that name and after saving to disk, I 've pasted as relative references under DOP Network - playback simulation. I should see the sim, but I only see last frame of the sim and a bounding box around boat
3 - Under Ocean Source wavetank I have this expression under center - centroid("../mergefollow", D_Z) - How can I add or subtract a value since I don't need so much detail in the front of the boat and need more at it's back
I'm learning Houdini so please be gentle.
Thanks!

I want to do a marine vortex effect in the Houdini, but in the actual production of the rotating force field to add to the fluid to drive fluid, found that the fluid will be dumped over time, which makes me very distressed, also do not know how to solve, I hope someone can help me, there is no information to learn! Thank you

Hope this in the right section, it's a bit of both effects and lighting/shading! I am working on a shot that involves an ocean surface in overcast lighting and I'm really struggling to get it right. I am aiming for something like the attached image but my attempts have come out looking way too glossy/specular by comparison. When I try to push the overcast lighting, I also run in to the problem of the scene really flattening out. How do I keep the detail and contrast in the waves without any bright highlights? I am currently working with mantra but hope to switch to htoa. Thank you!

I am trying to export flip sim from H to maya in Houdini 16.If I get it right,I have to export mesh,with flatened geometry ,like alemic,for example,and displacement with baked masks and ocean spectrum like exr ,for example,but I cant make it work.Can anyone help me?
Thank you!

Hi
I`m trying to render ocean surface with Arnold in Houdini. But I just can\t get the transparency to work. In maya there`s checkbox Opaque for the render grid. I can`t seem to find it in Houdini.
Thanks in advance
Janis

Hi,
Here is my WIP for a deformed wave. I need some feedback on this. The ocean surface is flickering quite a bit, what's causing this problem and how should i go about fixing? Is this a shading problem or something else entirely?
Thanks

I am working with an ocean sim using flip container. I created a static object that is colliding but the water that is created as a result of the collision is very thick. Its like 5-10 feet thick instead of particle or paper thin. how do I make the water thinner?

I am working with an ocean sim using flip container. I created a static object that is colliding but the water that is created as a result of the collision is very thick. Its like 5-10 feet thick instead of particle or paper thin. how do I make the water thinner?

Hi,
I have a question about the ocean spectrum node. I have created a deformed wave using a grid with ocean spectrum and ocean evaluate node. I can change the ocean spectrum wind direction setting to achieve the kind of look I want, which is to have the vertical lines on the ocean surface, something like the image below. But if I only do that, the waves direction is still wrong, they are moving sideways. Is there a way where I can create this effect with chops moving in the right direction? I thought perhaps I should create another ocean spectrum and put it on top of the first ocean spectrum. This is pretty urgent, does anyone have any suggestions?
Thanks!

Hey,
It would be amazing if someone could help me with this problem. When I render my beach sim the surface looks terrible with these spots. It seems that the surface renders differently depending if the particle fluid surface is below my ground mesh or above. Look at the photos. Photo 1 you can see white spots where the mesh is not penetrating ground. Render two I moved the ground mesh so it is not penetrating at all. Render 3 is the back side of the of render 1. See the white spots on photo 1 correlate with the parts where the mesh does not penetrate the ground. What do I do? How do I fix this?
Thanks
test.hipnc

Hello Everyone.
Im trying to test my foam particle settings on my ocean but every time I change a setting it re-creates the ocean displacement taking 7 mins each time before it starts to render.
I know I can bake out the displacement, but how do I attach it to the ocean surface shader so it doesnt re-create it every time I change a setting.?
Or am I doing this totally wrong and there is a better way?

Hello! I am trying to create a shader with the Arnold VOP network that is comparable to the ocean volume mantra creates when the ocean toolkit is used. I have Arnold experience, but am having a hard time finding resources related to rendering volumes with Arnold (that are free, I'm a student on a budget).
Any help would be appreciated, thank you!

Hello! I feel like this has an easy solution that I'm just totally missing, so at the risk of sounding dim:
I have some scattered points over some geometry, and I want to use those scattered points to emit/create whitewater. What is the process involved in having points used in the whitewater solver?
Thank you!